a37bc49882
This is something which I think every vector math library should have, as it clears up the convention for newcomers and saves them the trouble of figuring that out for themselves.
55 lines
2.4 KiB
Markdown
55 lines
2.4 KiB
Markdown
# cgmath-rs
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[![Build Status](https://travis-ci.org/bjz/cgmath.svg?branch=master)](https://travis-ci.org/bjz/cgmath)
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[![Version](https://img.shields.io/crates/v/cgmath.svg)](https://crates.io/crates/cgmath)
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[![License](https://img.shields.io/crates/l/cgmath.svg)](https://github.com/bjz/cgmath/blob/master/LICENSE)
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[![Downloads](https://img.shields.io/crates/d/cgmath.svg)](https://crates.io/crates/cgmath)
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[Documentation](http://bjz.github.io/cgmath)
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A linear algebra and mathematics library for computer graphics.
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The library provides:
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- vectors: `Vector2`, `Vector3`, `Vector4`
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- square matrices: `Matrix2`, `Matrix3`, `Matrix4`
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- a quaternion type: `Quaternion`
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- rotation matrices: `Basis2`, `Basis3`
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- angle units: `Rad`, `Deg`
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- points: `Point2`, `Point3`
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- perspective projections: `Perspective`, `PerspectiveFov`, `Ortho`
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- spatial transformations: `AffineMatrix3`, `Transform3`
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Not all of the functionality has been implemented yet, and the existing code
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is not fully covered by the testsuite. If you encounter any mistakes or
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omissions please let me know by posting an issue, or even better: send me a
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pull request with a fix.
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## Conventions
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cgmath interprets its vectors as column matrices (also known as "column
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vectors"), meaning when transforming a vector with a matrix, the matrix goes
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on the left. This is reflected in the fact that cgmath implements the
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multiplication operator for Matrix * Vector, but not Vector * Matrix.
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## Limitations
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cgmath is _not_ an n-dimensional library and is aimed at computer graphics
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applications rather than general linear algebra. It only offers the 2, 3, and
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4 dimensional structures that are more than useful for most computer graphics
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applications. This design decision was made in order to simplify the
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implementation (Rust cannot paramerise over constants at compile time), and to
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make dimension-specific optimisations easier in the future.
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## Contributing
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Pull requests are most welcome, especially in the realm of performance
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enhancements and fixing any mistakes I may have made along the way. Unit tests
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and benchmarks are also required, so help on that front would be most
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appreciated.
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## Support
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Contact `bjz` on irc.mozilla.org [#rust](http://mibbit.com/?server=irc.mozilla.org&channel=%23rust)
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and [#rust-gamedev](http://mibbit.com/?server=irc.mozilla.org&channel=%23rust-gamedev),
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or [post an issue](https://github.com/bjz/cgmath/issues/new) on Github.
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